//
//  GPUImageBeautyFilter.m
//  RCRTCQuickDemo
//
//  Copyright © 2021 RongCloud. All rights reserved.
//


#import "GPUImageBeautyFilter.h"

#define STRINGIZE(x) #x
#define STRINGIZE2(x) STRINGIZE(x)
#define SHADER_STRING(text) @ STRINGIZE2(text)

NSString *const kGPUImageBeautyFragmentShaderString = SHADER_STRING
                                                      (
                                                              varying highp vec2 textureCoordinate;

                                                              uniform sampler2D inputImageTexture;

                                                              uniform highp vec2 singleStepOffset;
                                                              uniform highp vec4 params;
                                                              uniform highp float brightness;

                                                              const highp vec3 W = vec3(0.299, 0.587, 0.114);
                                                              const highp mat3 saturateMatrix = mat3(
                                                              1.1102, -0.0598, -0.061,
                                                              -0.0774, 1.0826, -0.1186,
                                                              -0.0228, -0.0228, 1.1772);
                                                              highp vec2 blurCoordinates[24];

                                                              highp float hardLight(highp float color) {
                                                                  if (color <= 0.5)
                                                                      color = color * color * 2.0;
                                                                  else
                                                                      color = 1.0 - ((1.0 - color) * (1.0 - color) * 2.0);
                                                                  return color;
                                                              }

                                                              void main() {
                                                                  highp
                                                                  vec3 centralColor = texture2D(inputImageTexture, textureCoordinate).rgb;
                                                                  blurCoordinates[0] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -10.0);
                                                                  blurCoordinates[1] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 10.0);
                                                                  blurCoordinates[2] = textureCoordinate.xy + singleStepOffset * vec2(-10.0, 0.0);
                                                                  blurCoordinates[3] = textureCoordinate.xy + singleStepOffset * vec2(10.0, 0.0);
                                                                  blurCoordinates[4] = textureCoordinate.xy + singleStepOffset * vec2(5.0, -8.0);
                                                                  blurCoordinates[5] = textureCoordinate.xy + singleStepOffset * vec2(5.0, 8.0);
                                                                  blurCoordinates[6] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, 8.0);
                                                                  blurCoordinates[7] = textureCoordinate.xy + singleStepOffset * vec2(-5.0, -8.0);
                                                                  blurCoordinates[8] = textureCoordinate.xy + singleStepOffset * vec2(8.0, -5.0);
                                                                  blurCoordinates[9] = textureCoordinate.xy + singleStepOffset * vec2(8.0, 5.0);
                                                                  blurCoordinates[10] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, 5.0);
                                                                  blurCoordinates[11] = textureCoordinate.xy + singleStepOffset * vec2(-8.0, -5.0);
                                                                  blurCoordinates[12] = textureCoordinate.xy + singleStepOffset * vec2(0.0, -6.0);
                                                                  blurCoordinates[13] = textureCoordinate.xy + singleStepOffset * vec2(0.0, 6.0);
                                                                  blurCoordinates[14] = textureCoordinate.xy + singleStepOffset * vec2(6.0, 0.0);
                                                                  blurCoordinates[15] = textureCoordinate.xy + singleStepOffset * vec2(-6.0, 0.0);
                                                                  blurCoordinates[16] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, -4.0);
                                                                  blurCoordinates[17] = textureCoordinate.xy + singleStepOffset * vec2(-4.0, 4.0);
                                                                  blurCoordinates[18] = textureCoordinate.xy + singleStepOffset * vec2(4.0, -4.0);
                                                                  blurCoordinates[19] = textureCoordinate.xy + singleStepOffset * vec2(4.0, 4.0);
                                                                  blurCoordinates[20] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, -2.0);
                                                                  blurCoordinates[21] = textureCoordinate.xy + singleStepOffset * vec2(-2.0, 2.0);
                                                                  blurCoordinates[22] = textureCoordinate.xy + singleStepOffset * vec2(2.0, -2.0);
                                                                  blurCoordinates[23] = textureCoordinate.xy + singleStepOffset * vec2(2.0, 2.0);

                                                                  highp float sampleColor = centralColor.g * 22.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[0]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[1]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[2]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[3]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[4]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[5]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[6]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[7]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[8]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[9]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[10]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[11]).g;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[12]).g * 2.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[13]).g * 2.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[14]).g * 2.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[15]).g * 2.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[16]).g * 2.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[17]).g * 2.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[18]).g * 2.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[19]).g * 2.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[20]).g * 3.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[21]).g * 3.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[22]).g * 3.0;
                                                                  sampleColor += texture2D(inputImageTexture, blurCoordinates[23]).g * 3.0;

                                                                  sampleColor = sampleColor / 62.0;

                                                                  highp float highPass = centralColor.g - sampleColor + 0.5;

                                                                  for (int i = 0; i < 5; i++) {
                                                                      highPass = hardLight(highPass);
                                                                  }
                                                                  highp float lumance = dot(centralColor, W);

                                                                  highp float alpha = pow(lumance, params.r);

                                                                  highp
                                                                  vec3 smoothColor = centralColor + (centralColor - vec3(highPass)) * alpha * 0.1;

                                                                  smoothColor.r = clamp(pow(smoothColor.r, params.g), 0.0, 1.0);
                                                                  smoothColor.g = clamp(pow(smoothColor.g, params.g), 0.0, 1.0);
                                                                  smoothColor.b = clamp(pow(smoothColor.b, params.g), 0.0, 1.0);

                                                                  highp
                                                                  vec3 lvse = vec3(1.0) - (vec3(1.0) - smoothColor) * (vec3(1.0) - centralColor);
                                                                  highp
                                                                  vec3 bianliang = max(smoothColor, centralColor);
                                                                  highp
                                                                  vec3 rouguang = 2.0 * centralColor * smoothColor + centralColor * centralColor - 2.0 * centralColor * centralColor * smoothColor;

                                                                  gl_FragColor = vec4(mix(centralColor, lvse, alpha), 1.0);
                                                                  gl_FragColor.rgb = mix(gl_FragColor.rgb, bianliang, alpha);
                                                                  gl_FragColor.rgb = mix(gl_FragColor.rgb, rouguang, params.b);

                                                                  highp
                                                                  vec3 satcolor = gl_FragColor.rgb * saturateMatrix;
                                                                  gl_FragColor.rgb = mix(gl_FragColor.rgb, satcolor, params.a);
                                                                  gl_FragColor.rgb = vec3(gl_FragColor.rgb + vec3(brightness));
                                                              }

                                                      );

@implementation GPUImageBeautyFilter

- (id)init; {
    if (!(self = [super initWithFragmentShaderFromString:kGPUImageBeautyFragmentShaderString])) {
        return nil;
    }

    _toneLevel = 0.7;// 0.47;
    _beautyLevel = 0.9;// 0.42;
    _brightLevel = 0.5;// 0.34;
    [self setParams:_beautyLevel tone:_toneLevel];
    [self setBrightLevel:_brightLevel];
    return self;
}

- (void)setInputSize:(CGSize)newSize atIndex:(NSInteger)textureIndex {
    [super setInputSize:newSize atIndex:textureIndex];
    inputTextureSize = newSize;

    CGPoint offset = CGPointMake(2.0f / inputTextureSize.width, 2.0 / inputTextureSize.height);
    [self setPoint:offset forUniformName:@"singleStepOffset"];
}

- (void)setBeautyLevel:(CGFloat)beautyLevel {
    _beautyLevel = beautyLevel;
    [self setParams:_beautyLevel tone:_toneLevel];
}

- (void)setBrightLevel:(CGFloat)brightLevel {
    _brightLevel = brightLevel;
    [self setFloat:0.6 * (-0.5 + brightLevel) forUniformName:@"brightness"];
}

- (void)setParams:(CGFloat)beauty tone:(CGFloat)tone {
    GPUVector4 fBeautyParam;
    fBeautyParam.one = 1.0 - 0.6 * beauty;
    fBeautyParam.two = 1.0 - 0.3 * beauty;
    fBeautyParam.three = 0.1 + 0.3 * tone;
    fBeautyParam.four = 0.1 + 0.3 * tone;

    NSLog(@"%.2f,%.2f,%.2f,%.2f", fBeautyParam.one, fBeautyParam.two, fBeautyParam.three, fBeautyParam.four);
    [self setFloatVec4:fBeautyParam forUniform:@"params"];
}

@end

